Content

July 18, 2015

My latest game is available today and, despite its rather simple gameplay it's quite probably my best looking app to date, being heavily inspired by Google's Material design.

This little app measures the players' sense of rhythm, more precisely their ability to keep the tempo going after the main beat is silenced. It offers detailed statistics after each play and a relatively complex scoring system, so it could also be used as a training tool. The game also features online leaderboards, to make things more fun.

May 16, 2015

I'm proud to present a new game that has just been published on Google Play. This project might seem rather simple at first glance but it's quite probably my most polished effort to date.

In Shade Runner your goal is
to try and collect as many points as possible while avoiding the cells
that have a slightly different color. As you progress, the speeds get
higher and the different shades become more and more difficult to
distinguish.

August 21, 2014

So this isn't one of my proudest moments but since my more original and considerably more complex pojects are struggling to get any attention, I've decided to try an easier way.

In this month two brand new games were added to my account: WoodChopper and ChopperMadness. Both took me under 5 hours to make and both feature very annoying gameplay experiences in my opinion. However the recent success of some indie colleagues seems to prove that there is a market for such creations, so here you go, these are my interpretations of Timberman and Swing Copters respectively. Think of it as a social experiment...

August 10, 2014

A few weeks ago I signed up for an account on Fiverr and created some gigs related to game development. I do have a few more, similar projects in plan so if you ever wanted to see your face as the main character of your favorite game, here's your chance. Head over to my profile and see if there's anything you like.

July 8, 2014

A week ago I have released my latest game, Space Smuggler for Windows and a few days later the Android version was ready as well. Because of the competition's deadline this probably has been my most demanding project so far and it was great seeing how the game evolved a little each day.

I somehow managed to include most of the stuff from my original plans. Of course there are a few things that still need work but I'll leave those for future updates.

June 14, 2014

During the past few weeks I've finally managed to update all of my apps on the Play Store, integrating some new features and services as well as fixing the final issues with them. This round of updates increments the main version numbers to 2, and I'd like to think of it as the last big modification for my current lineup. Furthermore, this website has undergone some major improvements as well: I finally took the time to design a decent banner and the entire color scheme has been changed to achieve a slightly more professional look. I've also uploaded the final Windows versions of Steve and Celeste and Nightfall Lands.

The most significant changes that all four apps have in common are performance improvements, removing the ad-banners in favor of full-screen advertisements (they only appear very rarely), updated iconography to support more resolutions and, last but not least, removed compatibility with old versions of Android (you'll need to have at least 4.0 Ice Cream Sandwich - I'm sorry if you don't but I had my reasons). Now let's go through the most significant changes in each app, one by one.